Do recreational drugs feature in your campaign?

Are recreational drugs featured in your campaign?

  • Yes

    Votes: 158 49.7%
  • No, and this is a considered choice

    Votes: 26 8.2%
  • No, and we haven't discussed or considered it

    Votes: 134 42.1%

Yes, in fact one of the characters in one of my campaigns is nearly an opium addict.

But it is usually a players choice to bring such things in, while they are there in the campaign I rarely bring them into a plot.
 

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the PCs rely heavily on recreational drugs.

potion
oil
salve
ointment
liniment
poultice
herb
antivenom
and other concoctions

for healing wounds, curing disease, reducing infection, neutralizing poison, purifying food & drink

we also use Sages (Alchemists, Herbalists, etc...), Clerics, and Druids to make things. and i even give the Player the option of rolling a saving throw upon each application. ;)
 

A note to all you "hobbit weed" folks: You do know that in Tolkein's works, the "hobbit leaf" is explicitly tobacco, not marijuana, right? (despite the humor of imagining the hobbitish appetite is a result of their pot munchies...)

I haven't bothered with putting drugs into my campaign (an Arcana Evolved game, set in the Diamond Throne). They exist, but are in the realm of medicine, not recreational use. Booze is more than enough fun and/or self-abuse for most people, though some specialty drinks may blur the line between "alcohol" and "drug."
 

lukelightning said:
A note to all you "hobbit weed" folks: You do know that in Tolkein's works, the "hobbit leaf" is explicitly tobacco, not marijuana, right? (despite the humor of imagining the hobbitish appetite is a result of their pot munchies...)

Sure...
Because getting hyper and being on edge if you don't have it every 2 hours makes High Fantasy so much more believable than getting a little hazy, a little sleepy, and having a sudden desire to go to a woodworking class.
 

Corsair said:
In the game I play in, there are a couple cults that use certain substances to "commune" with their gods. But most of them have really bad mechanical side effects which make players stay away.
Same with me. Drugs can feature, but that's because my campaigns tend to be gritty, noir, horror affairs. Drugs of Vile Darkness, typically. PC's don't want to have anything to do with them unless they're insane.
 


Wilst druqks themselves don't feature in my games, a society in my campaign closely resembles the rave scene, which is basically a weekend drug/music orgy.

Instead, its just wizards casting all manner of mind-churning spells at the crowd.
 

Yes. In my home-brew world, one of the major cultures is a blend of the Aztecs and the Nyissans (from David Eddings' books) Drug use is a major part of their culture, which influences many aspects of how the culture works.

The PC's, on the other hand, don't touch the stuff because they know what the in-game effects are, especially including the rules for loss of self-control while under the influence. (Under certain circumstances you make a roll. If you fail the roll, the DM gets to say what your character's doing. Players hate to lose control of their characters)
 

In my current campaign, no.

In the past I had a guy in my 2e Ravenloft game who smuggled people and drugs, and supplied two other party members. There was an agression drug the fighter took and a blue fire one that boosted the psion's (or whatever they were called in 2e) psionics. I used rules from GURPS Cyberpunk pretty much straight for them.
 

I voted no and have not discussed it with the group cause I can not find decent rules for substance abuse(in any form).

I do have a question though, what do people use for rules or even house rules concerning drugs of anyform?
 

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